#version 330 core 
layout (location = 0) in vec3 aPos; 
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
out vec4 FragPosLightSpace;

uniform mat4 model; 
uniform mat4 view; 
uniform mat4 projection; 
uniform mat4 lightSpaceMatrix;
uniform bool NormalIsColor;
void main() { 
    TexCoords=aTexCoords;
    if(!NormalIsColor)
    {
        Normal = mat3(transpose(inverse(model))) * aNormal;
    }
    else
    {
        Normal = aNormal;
    }
    FragPos=vec3(model * vec4(aPos,1.0));
    FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
    gl_Position = projection * view * model * vec4(aPos, 1.0);
} 
